view rogue4/potions.c @ 110:5f51f7d9805f

arogue5: fix some save/restore-related crashes. The save/restore code took the pointer intended as an argument for the doctor() daemon and wrote it to the savefile as an int. I don't know why it took so long to fail horribly. The problem has been avoided by replacing the value with &player when restoring. That seems to be the only argument ever actually used. The code also writes only four bytes for an unsigned long; if sizeof(long) == 8, it casts to unsigned int first. It failed to do the cast when reading back, with the result that four bytes were read and the other half of the number was effectively uninitialized. It apparently works now, but the save/restore code ought still to be regarded as decidedly unfortunate.
author John "Elwin" Edwards
date Mon, 06 Jan 2014 15:57:17 -0500
parents 9535a08ddc39
children 1b73a8641b37
line wrap: on
line source

/*
 * Function(s) for dealing with potions
 *
 * @(#)potions.c	4.24 (Berkeley) 4/6/82
 *
 * Rogue: Exploring the Dungeons of Doom
 * Copyright (C) 1980, 1981, 1982 Michael Toy, Ken Arnold and Glenn Wichman
 * All rights reserved.
 *
 * See the file LICENSE.TXT for full copyright and licensing information.
 */

#include <curses.h>
#include "rogue.h"

/*
 * quaff:
 *	Quaff a potion from the pack
 */
quaff()
{
    register THING *obj, *th;
    register bool discardit = FALSE;

    obj = get_item("quaff", POTION);
    /*
     * Make certain that it is somethings that we want to drink
     */
    if (obj == NULL)
	return;
    if (obj->o_type != POTION)
    {
	if (!terse)
	    msg("yuk! Why would you want to drink that?");
	else
	    msg("that's undrinkable");
	return;
    }
    if (obj == cur_weapon)
	cur_weapon = NULL;

    /*
     * Calculate the effect it has on the poor guy.
     */
    switch (obj->o_which)
    {
	case P_CONFUSE:
	    p_know[P_CONFUSE] = TRUE;
	    if (!on(player, ISHUH))
	    {
		if (on(player, ISHUH))
		    lengthen(unconfuse, rnd(8)+HUHDURATION);
		else
		    fuse(unconfuse, 0, rnd(8)+HUHDURATION, AFTER);
		player.t_flags |= ISHUH;
		msg("wait, what's going on here. Huh? What? Who?");
	    }
	when P_POISON:
	    p_know[P_POISON] = TRUE;
	    if (!ISWEARING(R_SUSTSTR))
	    {
		chg_str(-(rnd(3)+1));
		msg("you feel very sick now");
	    }
	    else
		msg("you feel momentarily sick");
	when P_HEALING:
	    p_know[P_HEALING] = TRUE;
	    if ((pstats.s_hpt += roll(pstats.s_lvl, 4)) > max_hp)
		pstats.s_hpt = ++max_hp;
	    sight();
	    msg("you begin to feel better");
	when P_STRENGTH:
	    p_know[P_STRENGTH] = TRUE;
	    chg_str(1);
	    msg("you feel stronger, now.  What bulging muscles!");
	when P_MFIND:
	    player.t_flags |= SEEMONST;
	    fuse(turn_see, TRUE, HUHDURATION, AFTER);
	    if (mlist == NULL)
		msg("you have a strange feeling for a moment");
	    else
		p_know[P_MFIND] |= turn_see(FALSE);
	when P_TFIND:
	    /*
	     * Potion of magic detection.  Show the potions and scrolls
	     */
	    if (lvl_obj != NULL)
	    {
		register THING *tp;
		register bool show;

		show = FALSE;
		wclear(hw);
		for (tp = lvl_obj; tp != NULL; tp = next(tp))
		{
		    if (is_magic(tp))
		    {
			show = TRUE;
			mvwaddch(hw, tp->o_pos.y, tp->o_pos.x, MAGIC);
			p_know[P_TFIND] = TRUE;
		    }
		}
		for (th = mlist; th != NULL; th = next(th))
		{
		    for (tp = th->t_pack; tp != NULL; tp = next(tp))
		    {
			if (is_magic(tp))
			{
			    show = TRUE;
			    mvwaddch(hw, th->t_pos.y, th->t_pos.x, MAGIC);
			    p_know[P_TFIND] = TRUE;
			}
		    }
		}
		if (show)
		{
		    show_win(hw, 
			"You sense the presence of magic on this level.--More--");
		    break;
		}
	    }
	    msg("you have a strange feeling for a moment, then it passes");
	when P_PARALYZE:
	    p_know[P_PARALYZE] = TRUE;
	    no_command = HOLDTIME;
	    player.t_flags &= ~ISRUN;
	    msg("you can't move");
	when P_SEEINVIS:
	    if (!on(player, CANSEE))
	    {
		fuse(unsee, 0, SEEDURATION, AFTER);
		look(FALSE);
		invis_on();
	    }
	    sight();
	    msg("this potion tastes like %s juice", fruit);
	when P_RAISE:
	    p_know[P_RAISE] = TRUE;
	    msg("you suddenly feel much more skillful");
	    raise_level();
	when P_XHEAL:
	    p_know[P_XHEAL] = TRUE;
	    if ((pstats.s_hpt += roll(pstats.s_lvl, 8)) > max_hp)
	    {
		if (pstats.s_hpt > max_hp + pstats.s_lvl + 1)
		    ++max_hp;
		pstats.s_hpt = ++max_hp;
	    }
	    sight();
	    msg("you begin to feel much better");
	when P_HASTE:
	    p_know[P_HASTE] = TRUE;
	    if (add_haste(TRUE))
		msg("you feel yourself moving much faster");
	when P_RESTORE:
	    if (ISRING(LEFT, R_ADDSTR))
		add_str(&pstats.s_str, -cur_ring[LEFT]->o_ac);
	    if (ISRING(RIGHT, R_ADDSTR))
		add_str(&pstats.s_str, -cur_ring[RIGHT]->o_ac);
	    if (pstats.s_str < max_stats.s_str)
		pstats.s_str = max_stats.s_str;
	    if (ISRING(LEFT, R_ADDSTR))
		add_str(&pstats.s_str, cur_ring[LEFT]->o_ac);
	    if (ISRING(RIGHT, R_ADDSTR))
		add_str(&pstats.s_str, cur_ring[RIGHT]->o_ac);
	    msg("hey, this tastes great.  It make you feel warm all over");
	when P_BLIND:
	    p_know[P_BLIND] = TRUE;
	    if (!on(player, ISBLIND))
	    {
		player.t_flags |= ISBLIND;
		fuse(sight, 0, SEEDURATION, AFTER);
		look(FALSE);
	    }
	    msg("a cloak of darkness falls around you");
	when P_NOP:
	    msg("this potion tastes extremely dull");
	otherwise:
	    msg("what an odd tasting potion!");
	    return;
    }
    status();
    /*
     * Throw the item away
     */
    inpack--;
    if (obj->o_count > 1)
	obj->o_count--;
    else
    {
	detach(pack, obj);
        discardit = TRUE;
    }

    call_it(p_know[obj->o_which], &p_guess[obj->o_which]);

    if (discardit)
	discard(obj);
}

/*
 * invis_on:
 *	Turn on the ability to see invisible
 */
invis_on()
{
    register THING *th;

    player.t_flags |= CANSEE;
    for (th = mlist; th != NULL; th = next(th))
	if (on(*th, ISINVIS) && see_monst(th))
	{
	    move(th->t_pos.y, th->t_pos.x);
	    addch(th->t_disguise);
	}
}

/*
 * see_monst:
 *	Put on or off seeing monsters on this level
 */
turn_see(turn_off)
register bool turn_off;
{
    register THING *mp;
    register bool can_see, add_new;

    add_new = FALSE;
    for (mp = mlist; mp != NULL; mp = next(mp))
    {
	move(mp->t_pos.y, mp->t_pos.x);
	can_see = (see_monst(mp) || inch() == (unsigned char)mp->t_type);
	if (turn_off)
	{
	    if (!can_see)
		addch(mp->t_oldch);
	}
	else
	{
	    if (!can_see)
		standout();
	    addch(mp->t_type);
	    if (!can_see)
	    {
		standend();
		add_new++;
	    }
	}
    }
    if (turn_off)
	player.t_flags &= ~SEEMONST;
    else
	player.t_flags |= SEEMONST;
    return add_new;
}